netmasked/shaders/fade_in.gdshader

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shader_type canvas_item;
uniform sampler2D noise_texture : repeat_disable, filter_nearest;
uniform float progress : hint_range(0.0, 1.0) = 0.0;
uniform float edge_softness : hint_range(0.0, 0.5) = 0.0;
void fragment() {
vec4 sprite_color = texture(TEXTURE, UV);
float noise_val = texture(noise_texture, UV).r;
float phase1_progress = clamp(progress * 2.0, 0.0, 1.0);
float phase2_progress = clamp((progress - 0.5) * 2.0, 0.0, 1.0);
float visibility = smoothstep(noise_val - edge_softness, noise_val + edge_softness, phase1_progress);
float color_transition = smoothstep(noise_val - edge_softness, noise_val + edge_softness, phase2_progress);
vec4 white_color = vec4(1.0, 1.0, 1.0, sprite_color.a);
vec4 final_color = mix(white_color, sprite_color, color_transition);
final_color.a *= visibility;
COLOR = final_color;
}